# Copyright Epic Games, Inc. All Rights Reserved. import msgpackrpc from msgpackrpc.error import TransportError from .error import ReconnectionLimitReached from . import logger from .utils import * import threading class Client(msgpackrpc.Client): # crucial function names FUNCNAME_LIST_FUNCTIONS = 'list_functions' FUNCNAME_PING = 'ping' __port_range_start = DEFAULT_PORT __port_range_span = 128 __next_available_port_offset = 0 __lock = threading.Lock() def __init__(self, server_address=LOCALHOST, server_port=DEFAULT_PORT, timeout=DEFAULT_TIMEOUT, reconnect_limit=1024, **kwargs): if server_port is None: server_port = find_available_port(server_address) address = msgpackrpc.Address(server_address, server_port) # using pack_encoding=None since it's using encodings is deprecated (via msgpack.Packer) super().__init__(address, timeout=timeout, pack_encoding=None, reconnect_limit=reconnect_limit, **kwargs) #self._restart = lambda: self.__init__(server_address, server_port, **kwargs) def ensure_connection(self): logger.info('attempting connection at at port {}:{}'.format(self.address.host, self.address.port)) try: self.call(Client.FUNCNAME_PING) except TransportError as e: # a bit hacky, but if underlying CODEs change unit tests will catch it if e.CODE == 'Retry connection over the limit': raise ReconnectionLimitReached raise # else def _add_function(self, function_name): self.__dict__[function_name] = lambda *args: self.call(function_name, *args) def add_functions(self): self.ensure_connection() function_list = self.call(Client.FUNCNAME_LIST_FUNCTIONS) for fname in map(lambda x: x.decode('utf-8'), function_list): self._add_function(fname) logger.debug('Functions bound: {}'.format(function_list)) @classmethod def connect(cls): """ Returns an instance of the default client""" return cls() @property def connected(self): # breach of encapsulation but there's no other way to access this information return self._transport._connecting > 0 and not self._transport._closed